Done with the Pond

Haven’t updated for two weeks since I was writing the dissertation and, creating new model & animation assets that don’t really deserve a post..

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Now everything in the pond part is finished and I grabbed a video like I did for the circuit here. There’s also one controlled by scripts here and this time it’s an interaction:) Some environmental particle system details as well: sun shafts, falling leaves, some shining “dust”, and bubbles – exist in the painting I think they should be bubbles but who knows….

One Problem of the video is the blur on the right of the screen. I always get this in game mode if I have camera effects (even the build file has this too), and, this was tested to be the problem of my mac because others’ don’t have. No idea how to solve it at the moment..

And the third person controller model is changed now! Made some animations for him cos I thought I use different mesh and rigs with the Unity Ethan but, the fact is that it’s just super easy with no use to make any animation. Just import the humanoid model and do the configuration. Brilliant.

Found an easier way for couple animations, that I can export them in one fbx file, drag into the scene and delete one of them, and give the left one a clip with the original avatar. This would break the prefab but doesn’t really matter and it’s a lot easier to control the position etc.

Very proficient with the modelling and texturing now feel a bit sorry for those made at the very first lol.

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Come the gifs!

dragonfruit

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The interaction is this hugging couple controlled by a boolean. When the player comes into a distance they’ll stop to be as the interrupted  pose in the painting, and when the player goes they’ll continue what they were doing 😛

cp

Less than two weeks left dunno if I could finish everything… Go back to work!!

diao

the Realised UI in Unity!

Spent 3 days with C#… Came across and solved loads of problems from a total newbie, during which there were many moments I thought oh this technique was brilliant I should write everything down but, now just don’t know what I should conclude -.-

Just let the GIFs speaks

ui

uiButton

uiBook

uiOwl

uiSpinning

I changed the logic structure of the selecting panels in order to optimise the calculation and that it’d be better controlled if much more objects were added to the system (as if I would).. so first I had things sorted by type like all models in a folder which as a parent rotates, and all map segments, all titles in a folder.. but I spent the third afternoon renaming everything and resorting them by the objects’ name like all things of the cone in the cone’s folder, and everything in the same type uses the same name/tag (“title”, “model”) in the hierarchy. I saw a set of videos talking about importing database&php into Unity, but well… it would be good but the big thing about my project I guess should be that I can’t go too far with anything so that I could finally balance it as a whole TvT.

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Got some useful suggestions and inspirations on 5th and 6th from our tutors Jules and Andrew in the interim presentation, and I’m now moving to the writing (in case I forget anything :P)

Static pics:

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The UI Update

ui_detail

Added a shading of Bosch’s drawing The Tree-Man in the background. And some detailed changes. I now feel better about this UI and about to move on. Reminded me of the Age of Empire 2 where this kind of shadings are also used a lot XD

And the UI in the outside scene (when triggering something). I’m happier with this and it can be a transition so that the other scene wouldn’t seem that heavy.

ui_out

The book in the left bottom corner is the entrance to the other scene (? I’m not sure about how the Unity’s UI system works now). It also came out from one of Bosch’s painting St Jerome. Thanks Bosch XD

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The UI Sketches

Decided to stop the modelling to work on the UI system and programming part which will be the framework of the project.

I would describe the UI’s style as medieval,  Bosch-ish, and fit in the overall project style.

1. Medieval

Firstly as I have no experience with game UI design, I looked for how it should look like online. Most of them were too cartoon, while the flat ones seemed too technological or modern for the painting’s age.

Then I thought about some historic RTS games I played like Total War and Europa Universalis. The UI designs are much more delicate in these successful game. I also found a very nice design on Behance (from which the last pic came).

 

2. Bosch-ish

I found a fun app in Apple Store the other day called Bosch Painter, which offers many interesting element cutouts from Bosch’s paintings, as well as canvases for the users to compose their own Bosch styled images. It gave me great inspiration.

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The idea in this app is that we can create Bosch-ish pictures using things he drew as they are just so recognisable; and this method is also used somewhere else, like the exceptional exhibition Hieronymus Bosch 500 took place in city of Den Bosch this spring.

home_jb500

What surprised me afterwards was that when I looked for some good elements to use, I found some of his paintings are “born with UI” – with some perfect decorative elements:

What’s more, an unsolved problem that how I should include the exterior shutter of the painting the Garden of Earthly Delights from the very first when I was still planning to make all the 3 scenes this summer, seemed to have got a way.

Hieronymus_Bosch_-_The_Garden_of_Earthly_Delights_-_The_exterior_(shutters)

 

3. The Overall Project Style

This is the hardest part of all. But first I should actually introduce what I’ll use my UI system for. As I have mentioned a little in my plans before, I’m going to create a collection system for all the messages the player will meet with during the exploration of the scene. So when the player has found one message, it will appear in the collection, while the uncovered ones will still remain a “???” status. This is the main game mechanics of this project. Also, I’d like to add the functions of viewing where the message was from in map (based on the original painting), marking the objects you like and reviewing the spinning models later, and taking photos from the perspective you like.

So the demo came out as below. I don’t have a model’s pic taking from a proper view so I’m using a previews work of mine to imitate at the moment. And I found a gothic font to use on that title scroll like what Bosch wrote on it originally (but in a more recognisable font). I didn’t even use any other resources; all of materials I used were from Bosch’s paintings.

ui_detailui_map

This should be very Bosch-ish. However, I don’t find it fit in the game scene’s style at all. It’s too heavy and not at all flat, but the problem is if I want to use elements from the renaissance paintings, the style can’t be like today’s aesthetics.

Here I changed a bit of it and hopefully it could be better with the flat-shading models later. I quite like those ancient styled things I deleted from the last version though. And I still not really satisfied with this design… apparently the layout is quite unbalanced. But the important thing right now, is to go on with Unity to realise the graphics, which is going to be an extremely tricky thing! Bless me 😛

ui_detail2

A Useful Website

http://www.esotericbosch.com/

The Esoteric Bosch
Commentaries on the esoteric meanings in the paintings of Hieronymus Bosch

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Found an excellent resource of the explanations of the painting. Detailed, academic and quite comprehensive. In the slides the writer explains the painting in every small part and that is exactly what I was thinking to make interactions to my project: when you come to a place, see something and trigger the explanations or something.

I’m afraid I can’t quote this materials directly or maybe I should contact the writer for permission. I keep it now and will see how I could use it later when I start to do the interactions. I’ll definitely need something though and will keep looking for other materials as well.

Game Inspirations, Academic Explanations, and Design Concepts

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These days I am reading the book Hieronymus Bosch Garden of Earthly Delights by Hans Belting, to necessarily understand the work better, and hopefully, to find answers to my own unsureness about my project.

The theme being “a digital garden of earthly delights”, it should be a must that there are elements from the original painting which are of great quantity and variety. However, as I am doing the modelling for the weeks, I now get really stuck in a confusion of what I am doing and what it is going to be. I thought it would be fabulous because the painting needs to be animated, explained and digitalised and it has tremendous space to be imagined and developed, while by time I found I am, and will be spending days and nights doing nothing but making models exactly as what has been set in graphics, even so slowly and cannot achieve the quality of the original. There will be really lack of the “design” and I cannot see where my value is other than a poor labourer.

I am now reconsidering what makes my project special. But the first thing I need to be sure about is that I am not making only a restoration, but thinking about what I can possibly add on and change, making it a project “based on” this triptych, considering the time I have. I need to make choices about the priority that what can remain in my project and where I am going – it seems that I have really been evasive about this.

 


 

Narratives & Interactions

From all the materials I have been looking at, there are actually few things scholars have reached consensus, even on the very basic things like whether it really conveys specific messages or it is just a personal artistic imagination; and there are only all kinds of interpretations, or people think it is overlooked in interpretations. In fact, even the title is not named by the painter himself: he really left no notion at all, calling for the viewers to undertake their own imagination.

And Belting explains the viewing as a consciously non-linear narrative as well:

We are given a view of them that was old-fashioned even then. It is a view that precludes a fixed viewing point which had become already the norm in painterly perspective. Instead, it creates a view from above, redolent of early illuminated manuscripts, that offers a survey of a broader narrative space. Indeed, as in a medieval simultaneous stage, spatial perception actually functions as a means of narrative rather than from a new spatio-temporal viewpoint… He registers the world as it is without subjecting what goes on in the world to any linear narrative.

This provides the opportunity for me to offer a free-exploration with an interactive “map”/ intelligent guide in this project. As my initial intention, it is not a storytelling or as many places of interests where you have to follow their audio guide, but you will be able to discover what appeals to you most. And at those certain points, the interactions are triggered.

So there are ways I am thinking or inspired for the interactions:

Firstly as a “treasure map”.

I saw the GIF of a game called Isoland, being a relation of a game scene from a certain perspective and a drawing of that. This reminded me of the drawings related to the Garden of Earthly Delights by Bosch himself. And this could be how the viewers look for the places according to what they have been given, which could also be a special impression deepening for those important points, or a kind of collection.

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A Chinese indie game Isoland.

The_ManTree_Bosch

The Tree Man, Drawing, Bosch

And the online documents also show the possibility of doing this: the Wikimedia Commons page, and also the interactive documentary of this painting I mentioned in another post of related projects before.

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The page on Wikimedia Commons. It has annotations and the interactive frames for details where important.

Secondly, as kind of digital annotations.

This HUD styled visual effect is getting popular but not only related to futurism. At first I was worried if this could be disruptive in style, but now that I decided to “design”, I would like to integrate all the possibilities to create my own things. Not necessary to be so much futurism though.

Works by N3 Design. I saved this kind of motion graphics long ago and once thought about making my final project in this field.

 


 

Style and Aesthetics

I did not think much about how the environment would look like at first, just regarding it as a 3D version of the original painting, trying to have a quite good quality and not using the texture directly from the painting (like Bosch VR).

However, as I spent more time on modelling, I found it really painstaking and kill a lot of time to perfect my models. It would be impossible for me to make the realistic models as well as everything at the same time myself. Then I started to think about low-poly again: will I really lose details that I want to show if I use low-poly style?

In Game Design Studio course last semester I used low-poly and it turned out quite nice, but I did not make a lot of stuff there, just to simplify the environment and express the ideas in Calvino’s book Invisible Cities. Except that I did not have time to learn the software to create beautiful models, a main reason was that I thought it would destroy the imaginary space if I visualised that extremely abstract content in a very detailed and specific way.

When I was making models for the final project this time, I have been thinking that I am visualising something not abstract in its appearance, into a non-abstract look. I now realise this is probably why I am confused: if the triptych needs a serious 3D restoration, it would not be a task for me who is not a professional 3D modeller; if I am doing a design project, it cannot be that I just re-make it in Blender and Unity. And would it really damage something if the subdivision of a eccentric monster is 4 or 8 faces, or the shading is flat or smooth? What is the idea that Bosch wants to show, what the humankind is doing and the atmosphere or a realistic-looking world?

The answer is obvious if I do not stress the realistic restoration any more. But I may still draw from the academic analysis on this issue.

Belting describes this painting as “unfettered venture into the realms of the imagination“, and he also refers to the words of an American writer Peter S. Beagle, that it is “as a place filled with the intoxicating air of perfect liberty.

Yes it actually can be seen as a compromise to the pressure, but also I do feel that it is a right choice since the work could seem better integrated if I am not able to make the realistic look (after all, the results of realistic style by some professional team of games in the market is not so satisfactory).

 

There is also the description “an erotic derangement that turns us all into voyeurs” by Beagle, which is the point I consider to define how the viewers/players exist in this project. So after everything is set at the position according to the painting, I will make a place at a higher position at the very front of the scenes for the player to start with, from where the view is just similar to what can be seen from the picture as possible; and then he or she can move down and into the scene as like.

 

So I would draw on some nice game aesthetics to illustrate the kind of style I am heading for.

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1. Firewatch. I really love the layered colours and the lightings in this game. It is said that they wrote the scripts to make things in distance of different colour and lower poly to create this kind of look, because the fog function in game engines has only single colour and the high poly would look pixelated.

I also found a tutorial about making a 2D picture of Firewatch into 3D when I searched for images. The result is stunning and it might be useful for me later when I set my scenes. https://blog.sketchfab.com/art-spotlight-firewatch-fan-art/

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2. The Witness. The world seems not very big when looked down but it is actually great space to explore. The non-specular shading, the decorative flora and the details are kind of what I am looking for. And there are also humans as sculptures – it could be a case how low-poly human will be like, and I think mine are going to move around though.

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3. Ori and the Blind Forest. This one is not flat styled and it is also kind of magical. But I love the layering (not able to move in 3D though), and the style here has the possibility to import the introducing elements I mentioned above.

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4. Inside. Almost exactly what I imagined for the hell panel!

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5. HK Project. This is about a cat’s adventure in a cyberpunk styled space and is still in process. I love the way that the cat is going through the world as a unnoticeable and non-affecting spectator, which is quite similar to the role of the player in my project. I thought about making it third person controlled to make a broader, more fixed and higher point of view, but it would bring new problems of how the player should be like. It is still a unsettled problem.